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<table class="head">
  <tr>
    <td class="head-ltitle">RGBGFX(1)</td>
    <td class="head-vol">General Commands Manual</td>
    <td class="head-rtitle">RGBGFX(1)</td>
  </tr>
</table>
<div class="manual-text">
<section class="Sh">
<h1 class="Sh" id="NAME"><a class="permalink" href="#NAME">NAME</a></h1>
<code class="Nm">rgbgfx</code> &#x2014;
<div class="Nd">Game Boy graphics converter</div>
</section>
<section class="Sh">
<h1 class="Sh" id="SYNOPSIS"><a class="permalink" href="#SYNOPSIS">SYNOPSIS</a></h1>
<table class="Nm">
  <tr>
    <td><code class="Nm">rgbgfx</code></td>
    <td>[<code class="Fl">-ADfFhmPTuVv</code>] [<code class="Fl">-o</code>
      <var class="Ar">outfile</var>] [<code class="Fl">-a</code>
      <var class="Ar">attrmap</var>] [<code class="Fl">-d</code>
      <var class="Ar">depth</var>] [<code class="Fl">-p</code>
      <var class="Ar">palfile</var>] [<code class="Fl">-t</code>
      <var class="Ar">tilemap</var>] [<code class="Fl">-x</code>
      <var class="Ar">tiles</var>] <var class="Ar">file</var></td>
  </tr>
</table>
</section>
<section class="Sh">
<h1 class="Sh" id="DESCRIPTION"><a class="permalink" href="#DESCRIPTION">DESCRIPTION</a></h1>
The <code class="Nm">rgbgfx</code> program converts PNG images into the Nintendo
  Game Boy's planar tile format.
<p class="Pp">The resulting colors and their palette indices are determined
    differently depending on the input PNG file:</p>
<ul class="Bl-dash">
  <li>If the file has an embedded palette, that palette's color and order are
      used.</li>
  <li>If not, and the image only contains shades of gray, rgbgfx maps them to
      the indices appropriate for each shade. Any undetermined indices are set
      to respective default shades of gray. For example: if the bit depth is 2
      and the image contains light gray and black, they become the second and
      fourth colors - and the first and third colors get set to default white
      and dark gray. If the image has multiple shades that map to the same
      index, the palette is instead determined as if the image had color.</li>
  <li>If the image has color (or the grayscale method failed), the colors are
      sorted from lightest to darkest.</li>
</ul>
<p class="Pp">The input image may not contain more colors than the selected bit
    depth allows. Transparent pixels are set to palette index 0.</p>
</section>
<section class="Sh">
<h1 class="Sh" id="ARGUMENTS"><a class="permalink" href="#ARGUMENTS">ARGUMENTS</a></h1>
<dl class="Bl-tag">
  <dt><a class="permalink" href="#a"><code class="Fl" id="a">-a</code></a>
    <var class="Ar">attrmap</var></dt>
  <dd>Generate a file of tile mirroring attributes for OAM or (CGB-only)
      background tiles. For each tile in the input file, a byte is written
      representing the dimensions that the associated tile in the output file
      should be mirrored. Useful in combination with <code class="Fl">-m</code>
      to keep track the mirror direction of mirrored duplicate tiles.</dd>
  <dt><a class="permalink" href="#A"><code class="Fl" id="A">-A</code></a></dt>
  <dd>Same as <code class="Fl">-a</code>, but the attrmap file output name is
      made by taking the input filename, removing the file extension, and
      appending <span class="Pa">.attrmap</span>.</dd>
  <dt><a class="permalink" href="#C"><code class="Fl" id="C">-C</code></a></dt>
  <dd>Use the color curve of the Game Boy Color when generating palettes.</dd>
  <dt><a class="permalink" href="#D"><code class="Fl" id="D">-D</code></a></dt>
  <dd>Debug features are enabled.</dd>
  <dt><a class="permalink" href="#f"><code class="Fl" id="f">-f</code></a></dt>
  <dd>Fix the input PNG file to be a correctly indexed image.</dd>
  <dt><a class="permalink" href="#F"><code class="Fl" id="F">-F</code></a></dt>
  <dd>Same as <code class="Fl">-f</code>, but additionally, the supplied command
      line parameters are saved within the PNG and will be loaded and
      automatically used next time.</dd>
  <dt><a class="permalink" href="#d"><code class="Fl" id="d">-d</code></a>
    <var class="Ar">depth</var></dt>
  <dd>The bit depth of the output image (either 1 or 2). By default, the bit
      depth is 2 (two bits per pixel).</dd>
  <dt><a class="permalink" href="#h"><code class="Fl" id="h">-h</code></a></dt>
  <dd>Lay out tiles horizontally rather than vertically.</dd>
  <dt><a class="permalink" href="#m"><code class="Fl" id="m">-m</code></a></dt>
  <dd>Truncate tiles by checking for tiles that are mirrored versions of others
      and omitting these from the output file. Useful with tilemaps and attrmaps
      together to keep track of the duplicated tiles and the dimension mirrored.
      Tiles are checked for horizontal, vertical, and horizontal-vertical
      mirroring. Implies <code class="Fl">-u</code>.</dd>
  <dt><a class="permalink" href="#o"><code class="Fl" id="o">-o</code></a>
    <var class="Ar">outfile</var></dt>
  <dd>The name of the output file.</dd>
  <dt><a class="permalink" href="#p"><code class="Fl" id="p">-p</code></a>
    <var class="Ar">palfile</var></dt>
  <dd>Output the image's palette in standard GBC palette format - bytes (8 bytes
      for two bits per pixel, 4 bytes for one bit per pixel) containing the
      RGB15 values in little-endian byte order. If the palette contains too few
      colors, the remaining entries are set to black.</dd>
  <dt><a class="permalink" href="#P"><code class="Fl" id="P">-P</code></a></dt>
  <dd>Same as <code class="Fl">-p</code>, but the palette file output name is
      made by taking the input PNG file's filename, removing the file extension,
      and appending <span class="Pa">.pal</span>.</dd>
  <dt><a class="permalink" href="#t"><code class="Fl" id="t">-t</code></a>
    <var class="Ar">tilemap</var></dt>
  <dd>Generate a file of tile indices. For each tile in the input file, a byte
      is written representing the index of the associated tile in the output
      file. Useful in combination with <code class="Fl">-u</code> or
      <code class="Fl">-m</code> to keep track of duplicate tiles.</dd>
  <dt><a class="permalink" href="#T"><code class="Fl" id="T">-T</code></a></dt>
  <dd>Same as <code class="Fl">-t</code>, but the tilemap file output name is
      made by taking the input filename, removing the file extension, and
      appending <span class="Pa">.tilemap</span>.</dd>
  <dt><a class="permalink" href="#u"><code class="Fl" id="u">-u</code></a></dt>
  <dd>Truncate tiles by checking for tiles that are exact duplicates of others
      and omitting these from the output file. Useful with tilemaps to keep
      track of the duplicated tiles.</dd>
  <dt><a class="permalink" href="#V"><code class="Fl" id="V">-V</code></a></dt>
  <dd>Print the version of the program and exit.</dd>
  <dt><a class="permalink" href="#v"><code class="Fl" id="v">-v</code></a></dt>
  <dd>Verbose. Print errors when the command line parameters and the parameters
      in the PNG file don't match.</dd>
  <dt><a class="permalink" href="#x"><code class="Fl" id="x">-x</code></a>
    <var class="Ar">tiles</var></dt>
  <dd>Trim the end of the output file by this many tiles.</dd>
</dl>
</section>
<section class="Sh">
<h1 class="Sh" id="EXAMPLES"><a class="permalink" href="#EXAMPLES">EXAMPLES</a></h1>
The following will take a PNG file with a bit depth of 1, 2, or 8, and output
  planar 2bpp data:
<p class="Pp"></p>
<div class="Bd Bd-indent">$ rgbgfx -o out.2bpp in.png</div>
<p class="Pp">The following creates a planar 2bpp file with only unique tiles,
    and its tilemap <span class="Pa">out.tilemap</span>:</p>
<p class="Pp"></p>
<div class="Bd Bd-indent">$ rgbgfx -T -u -o out.2bpp in.png</div>
<p class="Pp">The following creates a planar 2bpp file with only unique tiles
    (accounting for tile mirroring) and its associated tilemap
    <span class="Pa">out.tilemap</span> and attrmap
    <span class="Pa">out.attrmap</span>:</p>
<p class="Pp"></p>
<div class="Bd Bd-indent">$ rgbgfx -A -T -m -o out.2bpp in.png</div>
<p class="Pp">The following will do nothing:</p>
<p class="Pp"></p>
<div class="Bd Bd-indent">$ rgbgfx in.png</div>
</section>
<section class="Sh">
<h1 class="Sh" id="SEE_ALSO"><a class="permalink" href="#SEE_ALSO">SEE
  ALSO</a></h1>
<a class="Xr">rgbds(7)</a>, <a class="Xr">rgbasm(1)</a>,
  <a class="Xr">rgblink(1)</a>, <a class="Xr">rgbfix(1)</a>,
  <a class="Xr">gbz80(7)</a>
</section>
<section class="Sh">
<h1 class="Sh" id="HISTORY"><a class="permalink" href="#HISTORY">HISTORY</a></h1>
<code class="Nm">rgbgfx</code> was created by <span class="An">stag019</span> to
  be included in RGBDS. It is now maintained by a number of contributors at
  <a class="Lk" href="https://github.com/rednex/rgbds">https://github.com/rednex/rgbds</a>.
</section>
</div>
<table class="foot">
  <tr>
    <td class="foot-date">January 26, 2018</td>
    <td class="foot-os">RGBDS Manual</td>
  </tr>
</table>
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